The Quacking Hour by StaNov
This is our game about lost ducks finding their mom.
You play as the dad duck while summoning the ducklings with quacking.
We strongly encourage you to download the native app and use your microphone :)

| Link | https://github.com/StaNov/LudumDare55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/the-quacking-hour |
Ratings
| Overall | 207th | 3.948⭐ | 31🧑⚖️ |
| Fun | 130th | 4⭐ | 31🧑⚖️ |
| Innovation | 5th | 4.517⭐ | 31🧑⚖️ |
| Theme | 326th | 3.983⭐ | 31🧑⚖️ |
| Graphics | 603th | 3.707⭐ | 31🧑⚖️ |
| Audio | 201th | 3.833⭐ | 29🧑⚖️ |
| Humor | 104th | 4.019⭐ | 29🧑⚖️ |
| Mood | 344th | 3.828⭐ | 31🧑⚖️ |
| Given | 30🗳️ | 63🗨️ |
The game is really charming, but I felt too bad when my little ones all died in the apocalyptic barrage of asteroids, Im a terrible father.
Music is great, sound effects and graphics, all works well together.
Note: I cheated. Instead of quacking, I was whistling, that way you can produce sound for longer on one breath haha.
Observation about design (and Pro cheat): if you are in an place where you cannot "quack" (for social reasons!) -- then you can blow into the microphone to produce audio levels. But I quickly got lightheaded with this technique hahaha... but it brings up an interesting design question: the player *should* quack to get into "the spirit" of the game, but they can cheat as I did. I wonder, just for the sake of imagining a fun design challenge and because as a sound designer, I would want to know if this is possible -- can you have some sort of sound table or similar bank of options which require the player perform a specific sound (within an allowable margin of error -- like you wouldn't have to match the exact one specific amplitude/frequency spectrum over time for it to be a match, but close enough) -- or at least some way to make the audio input more specific than just reading "amplitude in general"?
In terms of story, I dig it! And the "frogger" type format is great. If I were to develop this further, I would eventually get picky about the semiotics of the obstacles -- like, meteors? It's kind of funny, but takes me a little bit too far out of what I think the realm of the story is... what else would be more plausible as an obstacle falling from the sky, requiring the player to read the shadows to avoid it?
Good music! Love the duckling splat sounds -- it's one of those game sounds that is both satisfying to hear and sad to hear at the same time!
- First the small animation at the beginning, it is just so cool as it is very well done and effective as it already creates some sort of atachment to the duck (he is dad with little ducks looking for mrs duck :))
- Also I love the initial camera transition, it is subtle but is there.
- The tutorial is just dead simple no suprises boom WASD to move and the mic explanation and boom I know how to play and what to do.
- From here it is just fun to try to save as many ducks as you can :) (Haha I feel a bit bad for the ducklings but well... gameplay)
- The art is effective and nice and the music sets you in the right mood (so yeah everything is well tied together).
So, yeah very solid entry, good job and Keep it up!
the cars were destroying 80% of the little ducklings on every run but (apart from that terrible death) that was SO FUN!!!!
Although it's sad we couldn't save all the ducklings... please hold a minute of silence for the poor guys smashed by the car and also for those who were crushed by that large burning boulder that fell from the sky.
@p-man, ad your questions: You can get the samples in Unity even in frequency values, I think. So theoretically, you should be able to do even the frequency analysis for the gameplay. But I don't know the details, I was very happy to obtain the amplitude values in ~2 hours and make them work in a very basic way to make the game possible.
https://clips.twitch.tv/RamshacklePluckyClamMcaT-58fl47rsEFdiM4ND

You can watch the vod back again on YT https://youtu.be/9X9SR_20PuQ
Although I think that it'd make it more light in nature if the ducklings just got a "poof" particle effect when hit instead of getting completely *smooshed* and a red outline, but it's not that bad and makes sense though.
Using the microphone as input is something I've only really seen in Scratch games when I was younger - encountering a feature so perky being used in a game like this inspires me a lot.
This gave me much joy, thank you guys for making it!
I will tell you that the meteor shower was abusive. :D
Congratulations!
https://youtu.be/1zbmlOVvUWs